feat: made SlingShot rounded

pull/63/head
alestiago 4 years ago
parent 4c0774b792
commit 9026219f5e

@ -1,7 +1,9 @@
import 'dart:math' as math;
import 'package:flame/extensions.dart'; import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:geometry/geometry.dart' show centroid; import 'package:geometry/geometry.dart' as geometry show centroid;
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
/// {@template sling_shot} /// {@template sling_shot}
@ -31,54 +33,94 @@ class SlingShot extends BodyComponent with InitialPosition {
/// The size of the [SlingShot] body. /// The size of the [SlingShot] body.
// TODO(alestiago): Use size from PositionedBodyComponent instead, // TODO(alestiago): Use size from PositionedBodyComponent instead,
// once a sprite is given. // once a sprite is given.
static final Vector2 size = Vector2(6, 8); static final Vector2 size = Vector2(4, 10);
List<FixtureDef> _createFixtureDefs() { List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[]; final fixturesDefs = <FixtureDef>[];
final direction = _side.direction;
const quarterPi = math.pi / 4;
// TODO(alestiago): This magic number can be deduced by specifying the final upperCircle = CircleShape()..radius = 1.45;
// angle and using polar coordinate system to place the bottom right upperCircle.position.setValues(0, -upperCircle.radius / 2);
// vertex. final upperCircleFixtureDef = FixtureDef(upperCircle);
// Something as: y = -size.y * math.cos(angle) fixturesDefs.add(upperCircleFixtureDef);
const additionalIncrement = 3;
final triangleVertices = _side.isLeft final lowerCircle = CircleShape()..radius = 1.45;
? [ lowerCircle.position.setValues(
Vector2(0, 0), size.x * -direction,
Vector2(0, -size.y), -size.y,
Vector2( );
size.x, final lowerCircleFixtureDef = FixtureDef(lowerCircle);
-size.y - additionalIncrement, fixturesDefs.add(lowerCircleFixtureDef);
),
] final wallFacingEdge = EdgeShape()
: [ ..set(
Vector2(size.x, 0), upperCircle.position +
Vector2(size.x, -size.y),
Vector2( Vector2(
upperCircle.radius * direction,
0, 0,
-size.y - additionalIncrement,
), ),
]; // TODO(alestiago): Use values from design.
final triangleCentroid = centroid(triangleVertices); Vector2(2.0 * direction, -size.y + 2),
for (final vertex in triangleVertices) { );
vertex.setFrom(vertex - triangleCentroid); final wallFacingLineFixtureDef = FixtureDef(wallFacingEdge);
} fixturesDefs.add(wallFacingLineFixtureDef);
final triangle = PolygonShape()..set(triangleVertices); final bottomEdge = EdgeShape()
final triangleFixtureDef = FixtureDef(triangle)..friction = 0; ..set(
fixturesDef.add(triangleFixtureDef); wallFacingEdge.vertex2,
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * direction,
-lowerCircle.radius * math.sin(quarterPi),
),
);
final bottomLineFixtureDef = FixtureDef(bottomEdge);
fixturesDefs.add(bottomLineFixtureDef);
final kicker = EdgeShape() final kickerEdge = EdgeShape()
..set( ..set(
triangleVertices.first, upperCircle.position +
triangleVertices.last, Vector2(
upperCircle.radius * math.cos(quarterPi) * -direction,
upperCircle.radius * math.sin(quarterPi),
),
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * -direction,
lowerCircle.radius * math.sin(quarterPi),
),
); );
final kickerFixtureDef = FixtureDef(kickerEdge)
// TODO(alestiago): Play with restitution value once game is bundled. // TODO(alestiago): Play with restitution value once game is bundled.
final kickerFixtureDef = FixtureDef(kicker)
..restitution = 10.0 ..restitution = 10.0
..friction = 0; ..friction = 0;
fixturesDef.add(kickerFixtureDef); fixturesDefs.add(kickerFixtureDef);
// TODO(alestiago): Evaluate if there is value on centering the fixtures.
final centroid = geometry.centroid(
[
upperCircle.position + Vector2(0, -upperCircle.radius),
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * -direction,
-lowerCircle.radius * math.sin(quarterPi),
),
wallFacingEdge.vertex2,
],
);
for (final fixtureDef in fixturesDefs) {
if (fixtureDef.shape is EdgeShape) {
final edge = fixtureDef.shape as EdgeShape;
edge.set(edge.vertex1 - centroid, edge.vertex2 - centroid);
} else if (fixtureDef.shape is CircleShape) {
final circle = fixtureDef.shape as CircleShape;
circle.position.setFrom(circle.position - centroid);
}
}
return fixturesDef; return fixturesDefs;
} }
@override @override

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